The Adventurers of Arel'Soreth

Halaster Hijacks a Forest

Chapter One: Undermountain

As you might have guessed this entire campaign takes place in the depths of the Undermountain. Recently the Undermountain was expanded through the tunneling of creatures during the events of Higharvestide.

Now connected to a lost portion of the Underdark the Undermountain spans miles of underground tunnels of monsters, treasure, and traps. The intrepid adventurers have been abducted against their wills to fight an extraordinary powerful demon. They have little choice since the Undermountain has been sealed and the portals destroyed.

This is a basic dungeon crawl with heavy elements of role-playing since the Undermountain slowly drives those who dwell in it insane.

Where this campaign diverges from the ordinary Forgotten Realms world, is that in my version is actually one of the arch devils who drives the inhabitants of the Undermountain insane. Halaster was crazy because he was protecting the other inhabitants. He wouldn’t leave the Undermountain for any extended period of time, because he knew what would happen to all those creatures in his abssence. However wen he was abducted during the events of Higharvestide, the arch devil was able to get the upper hand and control the creatures to dig further.

This connected the Undermountain to the underdark through various passage ways and to another set of caves which are only called the demon caves. Finally connecting the demon caves to the rest of the undermountain finally gave the amount of control that the arch devil needed and he almost controlled Halaster. Fearing for his life, Halaster finally fled the Undermountain. It wasn’t without a plan though.

He knew that this arch devil was behind the insanity years ago. So he set about breeding the creatures that could bring him down. Our adventurers are those creatures – the Shey. Fey naturally work with charms and illusions, because of this most of them are resistant to them. It’s just in their blood. Then he found another creature called a Sharn. These are gruesome black blobish creatures with multiple head and arms that cast spells. Their main advantage is that they have this fun little ability – they are what they are – you cannot polymorph them in any way – also no one else can be them – no one can polymorph or shape change into one. He wanted to see if he could get creatures to have this same ability, but instead of being their physical form – what if it could be their personality.

So he set out to breed the creature that could truly have a mind of it’s own, and be immune to this arch devil’s mental influence.

Unfortunately in his insanity he didn’t tell our adventurers any of this all he said was:
“You’ve been kidnapped! I know, I did it. I think. It could be him though. You see I had to do it. You need to save the Undermountain. This is what you were made for. I have left you what aid I can. I wish I could help, but I would only be a hindrance. I wish I could explain, but I can’t think. I have sealed the Undermountain and destroyed the portals. You can only escape through the underdark through the demon caves. Or by tunneling, but I wouldn’t suggest that, that’s how this whole mess got started. Oh yeah and by the way, I’m your father….....”

We’ve now conluded Chapter 1. Our heroes met with the Archdevil Dispater and with the help of a few of Halaster’s Apprentices, Dworkin, a few dragons, an army of golems, and a Solar they were able to dispatch Dispater himself.

So now I’m left with a few different directions this campaign can go. We can keep playing these same characters and move on to something new with them or we can play characters in the future who are living in a world that has been altered by your characters actions.

There is more then meets the eye for your win. God gods look favorably on those who kill archdevils, and so does Halaster and his apprentices. Muiral will transform anyone who wishes it into a tauric creature. (Basically you became half shey or elf, and half beast – the beast must be a natural beast such as a griffon or scorpion or spider, it cannot be something like a dragon or chimera.)

Also everyone recieves a mark from their deity. While this grants little power in itself, it’s the first step to becoming a chosen of their deity.

Keep in mind that role-playing is very important in making these decisions. For example the scout will turn down the tauric tranformation because it is not how his deity wants him to be (If his god wanted him to be a tauric creature he would already have been transformed.) While Faelar will refuse, because he likes people, and being a monstrosity means that most normal people will never want to go near you.

So after much pondering, I’ve come to the conclusion that the death of the Archdevil would have to be something Highlanderesque. With the essence traveling to the one who killed him because of they would be the closest (making direct contact) when he died. So in this case, it’s going to be between Joe and the Solar. So Joe you get first pick on if you want to keep the power or turn it loose.

This is a real good opportunity for roleplaying and character development so it would be nice if people took this chance while it is here. It is most likely that your character have never been in this situation before (even something like warring tribes or countries is far different then this). Also while a person might be good and even very good like a paladin they can still be for execution (just ask a paladin what to do with the demon who slaughtered a village). So the way I would equate this is it’s almost as if your characters are being forced to answer their take on the death penatly.

Are they okay with executing them as long as you can find evidence of other crimes or is attacking you enough (especially since you have already learned through the mintoaurs that in environments like the undermountain and underdark creatures normally attack first or they die quickly) or maybe you are not okay with executing them under any circumstances and would leave a group that would okay it. Maybe you’re a zealot and believe your god would stop you if it was truly a good person.

Well the Bear Jew said he would spare their lives if they surrendered but then again he never was known for his upright honesty. Seeing as how they are evil keeping them alive will not be good, but then again killing them while they are defenseless is also not good. We can’t really imprison them, and if we banish them somewhere in under mountain we are effectively killing them. Seeing as how we are left with limited options and they are unrepentant evil doers I think our only options are to leave them with enough of their stuff to survive, and leave them with a strong warning or we can just kill them (are there any lawful good characters, or overtly good characters that would have problems with this?)

Final EXP for the two battles and then some was 12,242. The “and then some” part comes from a few seperate things. First is the original battle was set up as a trap so the monsters wre treated a being more powerful then they really were. Then last week the rogues being hidden and using to spring their trap increased their level. Also there are some traps through out the town that I’m going to do a writeup of, but we’re not going to roleplay since it would be about three hours of just our rogue searching for things. So those are included already.

Also other equipment and gold is going to be found in the town, you guys have to decide how much you want to take, and if you ae going to leave the rest of the duergar and lizardfolk alive. When you guys got everyone out there were 8 archers, the 4 barbarians, 4 clerics (two in each of the two towers with the archers), 4 rogues, 1 of the morningstar weilding fighters (at least if memory serves correctly), and the bard. Plus at this point the necromancer and the druidhave bot escaped. While you may not be that affraid of them, you guys know for your dragon battle, what a group with the right magic can do. If you take all of their stuff, they probably wouldn’t rest until you were dead and they had their stuff back. If you let them keep their stuff it might be a sign of weakness and they might come to get the rest of their stuff back.

This is something that you guys want to think about and hopefully wllhave settled before we come back to this game so we don’t have to spend to long going over it in person.

Sorry guys, I’ve been out of it, between going to work and coming home and knocking myself out with Nyquill I haven’t been able to get anything as far as EXP or the rest of the stuff in the city posted. Hopefully I’ll be able to get it up either tonight or sunday.

Okay so for everyone who reads this, I want to streamline things for Monday. Joe already gave me some ideas, and I’ve added some of my own.

First is going to be the rolling. When people get there I’m going to have everyone roll lots of d20’s and lots of damage rolls. I will save these on a piece of paper, and we’ll use them as they come up. Also for people that use other variable spells or abilities alot (like sneak attack, sudden strike, lightning bolts, etc.) I’ll have you roll a few of those as well. That way we can speed things up.

Second is action time. I’m not going to sit there with a stop watch, but I want people to know what they’re doing when it comes to their turn. We can’t wait for five minutes while people decide. So start deciding what to do after your first turn what you’re going to do with your next turn. If things happen and you don’t have time to correct it, this is perfectly okay, that happens in battle (let’s say that you’re planning on atacking the wizard, but the bard kills the wizard, and you already moved in that general direction – just attack the next closest thing – it doesn’;t have to be some huge intricate plan, sometimes things like that just happen in combat.)

Third remember your own stuff. I can’t keep track of everything for everyone, so if someone doesn’t remember their own thing like evasion – you don’t have it. If you forget you have it you don’t. This stems from last time the whole uncanny dodge with steph thing. Now that was my screw up because I originally did it wrong because the backstabber has to be four levels higher then a backstabee with uncanny dodge, which is completely my screw up, but if steph knew all of her own stuff this would have never been a problem (although since I explain everything to her, if I explained it wrong in the past it probably still have happened that way.)

Okay so that’s it. We roll alot at the begining, keep things speedy with no take backs, and remember your shit!

As a side note for the people who don’t play alot and don’t know all the ins and outs of their characters don’t feel stupid if you forget something. If their really was a wizard who had a spell book consisting of hundreds of spells, and he had dozens of them ready to cast at a moments notice, and only had six seconds to decide what to cast and on whom, cast the spell, and avoid being attacks, he wouldn’t always cast the exact right spell at the exact right target. So in short don’t worry about a screw up here or there, it happens to the best of us (execpt Jesus not only does he place his fireballs in the exact right spot, but he also rolls all sixes.)

no worries. I dunt care.
I would give a brief description of each like – fighter frm a far away land on a quest, or strretwise thief with a checkered past kind of thing. You know very generic, but that way someone who want to be a fighter doesn’t get stuck with the wizard.

I have the characters done for the fantasy game. So Jay and Erik how do you think we should do character selection? because I can’t let you guys look them over, because I don’t want people picking them based on how powerful they are (because we already agreed it would be cool to have different power levels in the group) also there is secret stuff on some of the characters. So do you think I should give a brief description on the character such as “this is a fighter type” or “this is a wizard type”? or should we just hand them out completely randomly, or should I pick who plays what character? let me know how you guys think we should do character selection for this week.

Yeah as far as improving magic items, I want to eventually have people upgrade my armor so I can add the Bear Skin Armor template to it. However I’m guessing that will have to be something we do once we get out of under mountain, so its not really that relevant right now. And of course I will be upgrading my death axe when I get the money.

Something else that I feel I should post is in 3.5 you can essentially upgrade magic items. If you have a plus +2 longsword (8000gp value) to make it into a +3 would normally be (18000gp) but it would only take 10,000gp. If you are doing this yourself it’s only have the normal price. Just like the normal item creation rules.

I’m going to post the EXP and include it on the character sheets for the nes that I have, but you guys need time to rest, learn the new spells, etc. Before gaining any of the advantages, so although you might technically have enough exp to level up, no one is going to until after you have had an opportunity to rest.

Alright – I got something else to add. When talking about what your purchasing, make sure to include any extra information that you think might help you. For example – if you are buying something on the black market, because it might not be the most happy of weapons like a lifedrinker blade – bringing the barbarian along to act menacing can decrease the cost, because they don’t want trouble.

The cost in the Dungeon Master’s guide is the base normal price, there are some things that make it more expensive, such as supply/demand, but in general they are going to be around the base cost, however a cleric from the temple of heironous is going to give you magic items to kill demons with for a lot cheaper then the cleric of bane.

AS far as protecting the city if ou guys did take some time off – there are several competent people in the city including Hector who is a 14th level fighter – so you don’t really need to worry about the protection, more of just would you guys actually want to do it.

Well so the main question is are you guys going to rest and wait to make maigc items, or move on right away.

It’s obivous that the Barbarian is for moving on while the Cleric is for making items. Although she hasn’t weighed in I’d assume the bard would like to make stuff since she can make magic weapon and armor, Our rogue would like to move on and get done with this rather then dragging it out for an extra month of two – so right now we’re split 2 to 2 – anyone else want to weigh in? Since I don’t think our Ranger is going to really care much either way, Jess is pretty much going to be the tie breaker…......

Bear Jew would rather we just keep pushing on, he doesn’t like staying idle for long. He was made to kill and protect so when he is just sitting around he gets impatient and might find trouble of his own. However if the rest of the group would rather we sit and take time to make items, then he’s not gonna be one to force them to do anything. Also Bear Jew will accept any gifts

Jay im pretty sure i have the means to create a pearl of karma if so thats what id be doing and also be making a golem scarab. Which i will be giving to “The BearJEW!” lol thats exactly how you spell it.

that actually isn’t a half bad idea. If you guys wanted you could go to the surface get some fresh air for a while and enchant some items or you could do it below ground. The only problem is this – as far as staying underground think about being a creature who grew up in the forest and outdoors then getting trapped underground. You would want to get out. Obviously if you have a goal like banishing an Arch Devil, then you can overcome this, but you would rather go to the surface if you were capable and were going to take a break.

As far as going to the surface think of this – there are obviously spellcasters with the seige crab and they are capable of casting lightning bolts which is a third level spell the same as dispel magic, slow, hold person, and many other nasty things. So if they are sorcerers they might not have any of those known, but if they are wizards they will eventually prepare those kinds of spells to stop you.

Naga’s normally cast spells as a sorcerer, but there is nothing saying that they don’t have something like that as another spell known, or that they don’t have levels as a wizard.

As a recap – stopping and making magic items is a good idea since you can make far better and more items then you can buy since they cost essentially half price (with a small EXP cost). However you have to be careful about how you chose to do it, because you are risking cabin feaver/being stopped by the crab.

ok so crafting takes 1day per 1k gold right? And u can only spend 8hrs a day working on it right? so if i wanted to make an item that cost 20k it would take 20days at 8 hrs a day n if i dont do it 1 day id have a good chance id fail… that sucks lol

Damn I got so sidetracked, that I forgot the original reason why I logged on – the final EXP total was 33k for the last two weeks – which is 4,714 each.

Also I haven’t been including the scout since he’s pretty far off. And it’s rather more of a problem to deal with him then anything. So from now on, we’ll consider that he’s always at least a few hundred feet behind you – and that he won’t come up unless you guys need help with anything. That way we can pretty much ignore him. However if someone drops in combat or decided to identify anything I’ll have a character sheet for him that way they’ll have someone to play in the mean time.

Hmmm. IDK about the Artificer’s monacle. I’ll think about it. I like stream lining the identify process, because you guys will just rest to get the spells back and everytime you find treasure, you identify then rest, so it’s really just keeping the game moving. But an item that is that cheap, that gets rid of that much casting time would be very valuable to say a wizard in a shop, because it would save them time with customers.

So nothing final just yet, but I’ll allow the item, but it will be more expensive, because they are so handy to shopkeepers. I’ll give you guys a percentile roll though to see if a shop has an extra one, bcause having three wouldn’t do a store much good, and it would be almost worthless, because except for other storeowners most people wouldn’t ever need one.

Also while we’re on the subject of magic items – people feel free to look up anything from any of the books – waterdeep is one of the richest cities in the world. Also it is a major port so there is immense amount of trade so even very rare items might be found.

Also feel free to make something up if you can’t find it. They might not have it in the system, but if you want it, I’ll find a way for you guys to acquire one evertually, or create one yourself.

Another side note. Dragon scales are very valuable. I knw that you said you were saving the scales from the dragons. Each of those two dragon had enough to make two suits of armor. Also the one dragon was wearing some that was destroyed when she shape changed, but some of the scales were salveable, and the dwarf had some that he was already working on. In all you have enough for about six suits of armor or twelve shields. Joe is already making a shield, so there’s enough for five suits of armor and one shield left. Do you want to sell those also or have armor made – Suits of armor made from dragon scales count as either hide or scale mail using whichever one has better stats for the area also allowing druids to wear them. Further they grant additional advantages based off the type of dragon and how old they were. So I guess what I’m saying is sell or keep the scales.

I forgot to ask when you were giving the townspeople a chance to get out – is that offer extended to the duegar?

As a side note when I first read Joe’s post I didn’t see the not part when he said he wouldn’t want people worshipping him (I know it was bolded, what can I say). And I was wondering how many people were going to go along with worshipping him.

Jay i was thinking about getting an Artificers Monicle but i thought its over powered so ya… u decide

Putting on a monocle is a standard action.
While wearing an artificer’s monocle, when­
ever you successfully use your artificer
knowledge class feature (ECS 31) to detect
an item’s magical aura or you cast detect
magic and have at least 5 ranks of Knowl­
edge (arcana), you can spend 1 additional
minute studying the item. If you do, you
can identify the abilities of that item as if
you had cast identify upon it.

Also just FYI the blazing skylance and light sword were just the first two that popped into my mind, the group has lots of items that people hold onto that they might not necessarily use, like the back up sword and shield for our barbarian, the arrows of biting that the rogue has, etc. So everyone should think about those items also. While you’re at it though, also remember that has a variety of weapons can help – don’t forget the lich, or oozes.

Okay, well the spell book I think We gonna keep as Jess can prepare just about all of those spells (or will be able to prepare all of them when she gets to be higher level).

The dragon book I don’t whether we sell it or not (However Riktor thinks, like a scroll or potion it should be held onto. Just in case).

The +1 Sword of Light and blazing sky lance, I think we should sell. might as well pick a few hundred extra gold each. I don’t foresee us needing to use them.

As far as what Riktor is doing with his of time, he is always working on his trophies and such. Currently I am going to be working the Dragon Eel tooth into a a dagger. (he can never have to many weapons). Any time he doesn’t have a trophy to work on he is training the other members in the group who may not be sleeping in self defense (whether they like it or not). Also while I know we joked about it but Riktor will not like the idea of people worshiping him especially his friends.

As a side note there have been quite a few books that you have picked up – the whole library, but also the Journal of Asserack and the Journal of Fleechin Mondot (or whatever the hell his name is). our Barbarian has taken to getting his shield worked on in town – but you guys don’t all have to rest when the resting takes place – you can start reading through those books. Obviously if you are the one resting and regaining your spells, you don’t have much of a choice, but the rest of the group can go through them, or begin making magic items and the like – once the enchanting process has begun, you must pend eight hours a day doing nothing but enchanting the item, but with the way you guys rest, there’s no reason why you can’t enchant an item during one of the rests every day – the only problem is you want to keep it a relatively simple item since you might not always have the time, and the process fails if you don’t continually enchant – but something like gloves of dex +2 only take four days to make.

Basically what I’m saying is that with all the down time, if you want to be doing something, let me know.

In the Player’s Handbook they might go without the name now – such as Melf’s Acid Arrow is just called Acid Arrow – Among the wizarding community they still know who originally created it.

The Dragon Tome has different chapters on each of the primary dragons (Chromatic and Metallic). The Tome can be used 1/day – the reader selects a chapter (and thus dragon type) – the reader gains immunity to that type of dragon’s fear aura and energy resistence to that dragon’s breath weapon (30). What’s more is any weapon that person wields is treated as a bane weapon for that type of Dragon.

Okay so here’s the total – After adjusting a little low for your Bard’s Diplomacy Check (Although it’s rather nice, short of a 120 you’re not going to sell things for full value.) you guys get 107,117 – So this is going to be split eight ways (Barbarian, Bard, Rogue, Wizard, Cleric/Druid, Scout, Paladin, and Ranger) However the scout is going to donate his portion with the other caveat of getting a couple of items for the group since he didn’t partake really other then cleaning up after you guys and the occasional arrow or search. So everyone gets 13,390 gold.

However this means that you are selling all the gems, the artwork, and the following items – Iron Bands of Ballaro, Horseshoes of the Zephyr, Tan Bag of Tricks, +2 Half Plate, +2 Steel Longspear, +2 Longsword (Radiates evil on a detect evil), +2 Leather Armor, +1 Longsword.

Also as I was going through the sheets I noticed that there were other items that people had that they don’t necessarily use – Blazing Skylance, +1 Longsword of Light, etc. If you want to sell those make sure you say something.

Also I noticed that April has the Goggles of the Eagle (+5 to spot) as well as the Dark goggles (most of the time). You can only have one set of eye wear so someone else should get the other set.

I didn’t include the scrolls or potions since I got the feeling that the general consensus was to keep those in case of an emergency. Plus they aren’t really worth all that much (except the scroll of Power Word Kill – Nearly 4k Gold)

Hey so we just need a break down of the gold we all get from selling stuff ( as for stuff we are selling I think for the most part we are gonna sell duplicate scrolls and any magic items that no one uses regularly. Obviously all gems, art work, etc… we will be selling), What is in the Dragon book, and what was in the spell book. For purposes of buying and selling Riktor has a 10 diplomacy, 6 bluff, 1 appraise.

I forgot to mention that she has divination as her specialist school, with necro and evo being he resricted schools. She has Improved Divination specialist which gives her an additional restricted school – hence having two even though divination is her specialist school. This gives her a free divination spell per level (learned so she gets 2+1 added to her spell book) and gives her +2 caster levels for divination spells.

yeah id you don’t mind. Wizards start with all 0 level spells (except restricted schools), and 7 1st level spells. Plus they get 2 free every level – so a base of 9 1st level spells, 4 2nd level spells, 4 3rd level spells, 4 4th level spells, and 2 5th level spells. That having been said she can learn any of the scrolls you guys have. And finally she didn’t start off with much in the way of items, so I will assume that she had spent her gold adding spells to her spell book. So I’ll say 8k worth of scrolls to add additional spells to her spell book.

do you want me to create a spell book for Jessica that way when she switches spells she knows which ones she can and can’t pick from? if so just let me know how many spells from each level she can have in it. Don’t worry I will make it utility wizard like. or if you want you can make it for her. that way she has a last of spells she can use without just picking and choosing from the rule books.

38,130 = the total EXP I have now.
Also as I said Riktor is going to have his kite shield plated in dragon scales and have the edges framed in dragon bone. Additionally if he can find small enough bones on the dragons (probably at the tip of the wings or somewhere in the skull) he wants to arrange the bones around the haft of his axe to serve as a grip, with the diamond at the center. Any of this that he can’t accomplish on his own he will speak to the Dark dwarf about arranging some kind of exchange of labor.

Yeah vrafting the gem whenever we rest won’t be a problem – also just FYI I’m using the alternate rule of upgrading magical items – so if at a later date you want to improve the bonus or add other properties, you just have to have a sufficiently powerful mage or cleric and pay the difference (IE – a +4 weapon = 32k and a +5 weapon = 50k so to upgrade it would only cost 18k).

Also the Paladin would know that the Demi-Lich normally has a somewhat normal phylactery. Unfortunately since this was obviously not a normal lich or demi lich he’s not real sure. If it did have a phylactery though, most likely it would have been kept by the treasure, since demi liches have this fun ability that they get the special abilities of all magic items near their phylactery.

Last but not least – as for the town , not really. There is your base town, but since most of the citizens are fairly low level, they have very limited magical supplies. Then there’s the Mintotaur/Ogre town, but those are the only two they have encountered so far.

The bard does have craft magic arms and armor, and now can enchant up to a +3 so if bad comes to worse you can take some time off and have her enchant something. The only problem with that is the time constraints, since if memory serves it’s one day per 1k so a +3 that costs 18k is over two weeks to make.

However if you guys could convince the druid/cleric to take craft wondrous item, with the bard being able to do magic arms and armor, and the wizard being able to do scrolls, and I think wands, you could take some time off and make some nice stuff.

dang wish I could’a just combined all these comments… anyways do we as a group have a place to sell and buy stuff? because Riktor isn’t a half bad archer, so if I could get to town to buy a decent bow then he could have three different fighting styles. Also does anyone have a count on group gold we have found over the past few sessions but never actually split up?

By the way Riktor, aka: the Bear Jew, took the biggest Diamond of the quasi-demilich’s teeth (Probably one of the front teeth) and using his Weapon crafting (8) is going to start working on a way to fit the diamond into the wooden haft of the family heirloom double axe. He will work on this while we spend the 8 hours resting and identifying stuff after all he needs something to do with his time.

He needs to start collecting trophies (the other lich and mummy lord would have made nice additions but the Bear Jew was to distracted at the time) Basically anything he considers a formidable adversary will find a home in his axe after he has slain it.

Okay so the final exp for last week was pretty insane – turns out that the mummy lord was worth more then 14k exp by himself. So everyone gets 4,800 – Steph looses 5k for the death, and the lower level peoples – the psionic paladin, wizard, barbarian, and cleric all get the 50% bonus for a whopping 7,200exp.

I haven’t don the numbers just yet but I’m pretty sure all the lower level people will level up, while steph obviously won’t, and the ranger, and bard definately won’t (since they barely leveled up last time and it takes 9k over 9th level to get to tenth, so they’ll be close, but not quite there yet.)

And in my last post I completely forgot the druid/cleric. Hmmm we’ll have to see, but he should be balanced by not being all that great for a few more levels, then once he gets up to speed, he will still be a few spell levels behind an equivelent single class caster.

Okay so as I was going through and doing some work with the class points, I found that prestige classes are really overpowered towards spellcasters. Luckily we don’t really have this problem, because the only people who are anywhere near spellcasters are brooke and steph. Since a bard is really only a spellcaster as one of many functions, and the ardent (the rogue’s psionic class) is extremely limited in psionic selection far more so then even a sorcerer, we don’t really have this problem.

But if anyone every did want to multiclass into something like a cleric or wizard then I would have to rework the class abilities for them.

This having been said, I’ve drawn up what the ranger and bard can do with theirs and will have them ready on monday. I’ve already done the barbarians.

Once I have them, if there is anything that you guys would like done differently feel free to talk about it here or in person whichever works better for you. Unfortunately I know we’re kind of limited for time on monday’s which is why I try to post non-vital stuff here.

So here’s the deal the base EXP was 2729 exp each. Something that I forgot last time is that everyone who is two levels or more behind the leader gets that 50% bonus until they are within one level of the leader – so this means that everyone except steph get 4094 Exp.

So the barbarian has a total of 23,094 – enough to be 7th level. (and yes that is rather quick, but since he was the only 5th level character when you got him, I figured he was on the upper half of the EXP range for 5th. So that’s why the leveling is so quick.)
The Ranger and Bard have 37,495 – just enough to get you two 9th level.
The Druid/Cleric has 23,249 – enough to be 7th level.
And since the psionic paladin will be a NPC again next week no one cares how much exp he has.

So just to re-cap everyone pretty much leveled up (except steph). Joe obviously level yourself up plus message me within what you are thinking of for your prestige stuff. Eric since you’re playing someone who started as an NPC just let me know if you want to level yourself up from here on out, or if you want me to do it.

Just wondering why the barbarian isn’t under the wiki tab as an “important” character. Because as I see it he is the most important! oh but really if you want to give me control of the barbarian I can right up info about him

yeah the only thing is since the npc’s all have a back story except the wizard, they’ll already all be done the wizard is the only one who doesn’t have one yet, since he was just added to the group, so unfortunately only one of them will be able to roll it up. Might I suggest erik since he’s the one that’s probably going to be more consistent, but that would mean he would have to be the wizard.

cool, well unfortunately they won’t have much choice it will have to be one of brooke’s minions, or the wizard, or the cleric. The only thing for the minions is that while they are loyal to brooke and follow her, they by no means are completely subservient, so they could easily play one of them and not have to listen to everything she says.

This is not meant to be static and a number crunching game. Although it is a dungeon crawl, I willl reward players in both exp and bonuses who spice things up. I’ll use the barbarian because he’s the easiest example.

“I move up and attack the troll.” – normal rules apply
“I charge forward and bury my axe deep in the monster’s forhead!” – +2 damage for coolness.
“I chop off the troll’s head with one swing of my axe!” – If you crit and actually chop off the troll’s head with one swing of your axe +100 exp for sheer awesomeness!

Okay so originally the goal was to keep everyone at the same exp level unless someone did something extraordinary and then they would get the bonus, however with most of the group dying and the introduction of a new character this all went down the drain.

So here’s how it’s going to work. After all is said and done for the exp things like monsters, traps, etc. I am going to give bonuses to characters for doing their thing, if the rogue finds the traps and picks the locks they will get extra exp, if the barbarian smashes he gets extra exp, and so on.

Also you guys haven’t encountered much role playing yet since you are still getting through the first few area, but when that comes into play more you will get bonus exp for solving problems through role playing and by playing your character. Also I will take other things into account such as deific intervention the the like. For example brooke’s minion the scout actually has a vow of poverty and cannot own a magic item. In exchange he gets bonuses. If one of you were to swear a vow to your god who hates the undead that you will seek out the undead and smite them, and you live up to this vow, they might bless you with gifts, blessings, or maybe even a ressurection should you need another one!

So for this last week thos four traps are all CR 5 which gives the group 400 exp to each player, and the monsters give a total of 2000 to everyone for a total of 2400 and the traps that you avoided which remain unmentioned snice in theory you could go back and activate them later gave everyone a total of 1000 so everyone got 3400.

So for brooke and april you guys got a total of 5500 over the last two weeks, means that after you take the 4k death penalty, you wind up with a total of 1500 exp.

Steph winds up with 13275.

and joe winds up with 3400. plus 50% bonus for being the low level guy – for a total of 5100 (one you catch up to 1 level behind the group that 50% bonus will go away.

okay so final ruling on death for this campaign is – you cannot actually lose a level, but you lose 1/2 the experience to get to your next level. So to get to level 9 takes 8,000 exp so everyone who died loses 4k exp.

Steph only gets exp for the things that she overcame by herself, which includes the blade trap and the group of five gargoyles. Then she pulled in the heal bitch to figure out the false tomes so they split the experience for that.

The whole group then gets the exp for getting dworkin as an ally, for ressurecting the town, and figuring out how to take care of the real tome. (Although some of you were dead, you were part of the process through speaking with dead, so you still get the exp)

good choice, since he’s one of the few other shey characters. The shey are the race that everyone is, which most people don’t know a whole lot about. Unfortunately he’s a little behind in the exp area. He’s only 5th level whereas the rest of the group is between 7th and 8th. It’s okay though because you’ll level up pretty quick and since everyone just had to be ressurected they will take a while before they level up again.

The stat build is the same from DDO with a 32 point build – you start at 8 and up to a 14 are 1 point each, 15-16 are two points each and 17-18 are 3 points each. Also the shey get a +4 to their wisdom and a +4 to any other stat you choose. They have low light vision, and can either fly at 40ft (Average), use Invisbility as a spell-like ability 1/day, or have wild empathy (same as a ranger).

Also I had people roll up their back story in cool little book I have for that, or if you wanted to you could come up with your own, but let me know if you want to come up with your own, because there are certain things which can or can’t happen because of the history of your race.

yeah seeing as how I don’t want to do what someone else tells me to do, I think I’ll go with the barbarian, I rarely play strong beat em’ up type characters. What race/level is he? and how do you want me to do stats, items, and are there any special character generation changes you made that I should apply?

Well the wizard was just recently ressurected (In the adventure log it explains that their town was wiped out, but after locating Dworkin the golem they got ressurected) so I don’t have a character for him yet, same goes for the fighter and barbarian. The cleric I already have a character for, and brooke has two minions, one of whom is a divine mind (psionic paladin) the other is a scout who has taken a vow of poverty. Brooke’s minions and the cleric are the only ones that are completely made, the other ones are free to be made if you want.

Hey so I’m down to play anyone of the NPC’s or I can create a character to join from under mountain does not matter to me. If you want me to make a character just let me know what I need to know for character creation, or if you want me to use an NPC I am down as long as the characters isn’t a complete bitch

Okay so brooke wanted to know about making portals that allow her to attack any enemy from behind without them knowing. So here’s how it goes.

Hex Portal – 2 Class Points – As a full round action you can make a Hex portal. This portal can manifest anywhere within 30ft. of your character. It glows a dim purple color. As a free action you can move it up to 20ft. during your movement phase. The portal allows one way movement, the only things that can come back through it are things that never go all the way through (IE – the end of a whip). A Hex Portal lasts indefinately, but if it is ever more then 100ft. from it’s creator it disapates.

Invisible Portal – 1 Class Point – As a swift action you can make the portal invisible. Just like the spell, if an attack comes through it, it becomes visible again.

Also I would appreciate it if people would give a brief outline of the route they are going with their character. By this I mean what you want to do with their abilities, and what you are thinking of doing with your class points. I’ll give an example of Faelar Laelithar.

He is a Divine Mind, which is basically a Psionic Paladin, but he doesn’t have all of the paladin’s abilities, so he plans on being a true psionic paladin and using his class points to buy up the paladin abilities he doens’t get. Also since he has an affinity for animals, somewhere in there when he has the points he will buy up some ranger/druid stuff dealing with animals like animal companion.

The reason why this is important, is that I can help you with twhat you want to do. There are way to many sourcebooks for the normal person to go through, and hundreds of different prestige classes, so while you might want to make a Bardarian or a bard that is actually quite proficient at combat with a whip. Not only can I show you the lasher abilities, I can also find stuff like the War Chanter who can use bardic music that is more martial.

Okay so the new experience for this week is 2560. This includes the Azers, the Fir eMephits, the Small Salamanders, and the two big Salamanders. I also threw in a little bonus for the rune room, but not that much since they weren’t really traps, you just had a person setting them off.

Okay so I worked out the EXP. Here’s how it goes for the Osrtingthings out with the Minotaurs, the battle with the Vrock, and the Traps you encountered the total EXP was 3480 each unless I forgot something please feel free to remind me.